struct SBaseShaderResources { DynArray<SShaderParam> m_ShaderParams; string m_TexturePath; const char * m_szMaterialName; float m_AlphaRef; uint32 m_ResFlags; uint16 m_SortPrio; uint8 m_FurAmount; uint8 m_HeatAmount; uint8 m_CloakAmount; };
IShader.h
float m_AlphaRef;
uint8 m_CloakAmount;
uint8 m_FurAmount;
uint8 m_HeatAmount;
uint32 m_ResFlags;
DynArray<SShaderParam> m_ShaderParams;
uint16 m_SortPrio;
const char * m_szMaterialName;
string m_TexturePath;
virtual ~SBaseShaderResources();
SBaseShaderResources& operator =(const SBaseShaderResources& src);
void GetMemoryUsage(ICrySizer * pSizer) const;
void ReleaseParams();
SBaseShaderResources();
int Size() const;